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About long-range turret pitiful damage


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The long-range turret has been exchanged for its long-range shooting ability with a very low DPS. Why weaken them again and again?! Now, none of the PRO players around me are willing to play the long-range turret especially almost useless Railgun. It often takes 30 seconds but can't destroy a tank! I have done an experiment. I equipped Armadillo Module (50), Standard Module (50) and Defender. My friend can never destroy me with the Mk7-20 long-range turret (except Shaft) unless he runs out of my 30K Repair Kit (he said he can’t destroy me in 33 seconds), but the short-range turret can destroy me more easily! The current status of the battlefield is: long-range turrets cannot effectively destroy short-range turrets, even from the enemy’s spawn point to their own spawn point. Players have a lot of Modules for long-range turrets. I and everyone around me think that the weakening of the last update is extremely unreasonable! After the Paladin officially came out, the long-range turret would be completely useless.

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56 minutes ago, SAO-Kirito said:

 

Topic Moved from Ideas and Suggestions to Game Discussion

I will have to agree with you without any hesitation. Essentially railgun is weaker than Thunder right now. Even with Booster, Thunder fares better than Railgun. I agree that the nerf was really unnecessary. The nerf to Shaft was minimal and I notice only a little change. I haven't really played with Gauss and Magnum lately so I cannot comment regarding their performance.

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I do think it is strange that they continue to go after rail since it has been an iconic part of the game from what Ive seen. I very rarely/never see rail players dominating, so dunno why the nerfs.

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